// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

// Derived from DefaultResourcesExtra\Standard.shader.
// Available as part of the "Built in shaders" download from https://unity3d.com/get-unity/download/archive
// Changes include:
//   Excluding _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A from all ShadowCaster passes
//   Removing many Properties not relevant to this shader's logic (and rename visible strings for others)
//   Using a CustomEditor GUI for the shader configuration
//   Adding and respecting the _Cull property to support double-sided materials
//   Forwarding calls through VetexColor.cginc's vert_vcol/frag_vcol (instead of directly to UnityStandardCoreForward.cginc's vertBase/fragBase) to add VertexColor support

Shader "GLTF/PbrMetallicRoughness"
{
	Properties
	{
		_Color("Base Color Factor", Color) = (1,1,1,1)
		_MainTex("Base Color Texture", 2D) = "white" {}
		
		[Toggle(_VERTEX_COLORS)] _VertexColors("Vertex Colors", Float) = 1.0

		_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

		_Glossiness("Roughness Factor", Range(0.0, 1.0)) = 1.0

		_Metallic("Metallic Factor", Range(0.0, 1.0)) = 0.0
		_MetallicGlossMap("Metal Rough Texture", 2D) = "white" {}

		_BumpScale("Normal Scale", Float) = 1.0
		_BumpMap("Normal Map", 2D) = "bump" {}

		_OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
		_OcclusionMap("Occlusion Texture", 2D) = "white" {}

		[HDR]
		_EmissionColor("Emissive Factor", Color) = (0,0,0)
		_EmissionMap("Emissive Texture", 2D) = "white" {}

		_Cull("Cull", Int) = 0

		// Blending state
		[HideInInspector] _Mode ("__mode", Float) = 0.0
		[HideInInspector] _SrcBlend ("__src", Float) = 1.0
		[HideInInspector] _DstBlend ("__dst", Float) = 0.0
		[HideInInspector] _ZWrite ("__zw", Float) = 1.0
	}

	CGINCLUDE
		#define UNITY_SETUP_BRDF_INPUT MetallicSetup
	ENDCG

	SubShader
	{
		Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
		LOD 300
	

		// ------------------------------------------------------------------
		//  Base forward pass (directional light, emission, lightmaps, ...)
		Pass
		{
			Name "FORWARD" 
			Tags { "LightMode" = "ForwardBase" }

			Blend [_SrcBlend] [_DstBlend]
			ZWrite [_ZWrite]
			Cull [_Cull]

			CGPROGRAM
			#pragma target 3.0

			// -------------------------------------

			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature ___ _DETAIL_MULX2
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			// #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
			// #pragma shader_feature _PARALLAXMAP

			#pragma multi_compile_fwdbase
			#pragma multi_compile_fog
			#pragma multi_compile_instancing

			#pragma vertex vert_vcol
			#pragma fragment frag_vcol
			#pragma shader_feature _VERTEX_COLORS
			#include "VertexColor.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Additive forward pass (one light per pass)
		Pass
		{
			Name "FORWARD_DELTA"
			Tags { "LightMode" = "ForwardAdd" }
			Blend [_SrcBlend] One
			Fog { Color (0,0,0,0) } // in additive pass fog should be black
			ZWrite Off
			ZTest LEqual
			Cull [_Cull]
			CGPROGRAM
			#pragma target 3.0

			// -------------------------------------


			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			// #pragma shader_feature ___ _DETAIL_MULX2
			// #pragma shader_feature _PARALLAXMAP

			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_fog

			#pragma vertex vertAdd
			#pragma fragment fragAdd
			#include "UnityStandardInput.cginc"
			#include "UnityStandardCoreForward.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Shadow rendering pass
		Pass {
			Name "ShadowCaster"
			Tags { "LightMode" = "ShadowCaster" }
			Cull [_Cull]
			ZWrite On ZTest LEqual

			CGPROGRAM
			#pragma target 3.0

			// -------------------------------------


			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _PARALLAXMAP
			#pragma multi_compile_shadowcaster
			#pragma multi_compile_instancing

			#pragma vertex vertShadowCaster
			#pragma fragment fragShadowCaster

			#include "UnityStandardShadow.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Deferred pass
		Pass
		{
			Name "DEFERRED"
			Tags { "LightMode" = "Deferred" }
			Cull [_Cull]
			CGPROGRAM
			#pragma target 3.0
			#pragma exclude_renderers nomrt


			// -------------------------------------

			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			// #pragma shader_feature ___ _DETAIL_MULX2
			// #pragma shader_feature _PARALLAXMAP

			#pragma multi_compile_prepassfinal
			#pragma multi_compile_instancing

			#pragma vertex vertDeferred
			#pragma fragment fragDeferred
			#include "UnityStandardInput.cginc"
			#include "UnityStandardCore.cginc"

			ENDCG
		}

		// ------------------------------------------------------------------
		// Extracts information for lightmapping, GI (emission, albedo, ...)
		// This pass it not used during regular rendering.
		Pass
		{
			Name "META" 
			Tags { "LightMode"="Meta" }

			Cull [_Cull]

			CGPROGRAM
			#pragma vertex vert_meta
			#pragma fragment frag_meta

			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature EDITOR_VISUALIZATION

			#include "UnityStandardMeta.cginc"
			ENDCG
		}
	}

	SubShader
	{
		Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
		LOD 150

		// ------------------------------------------------------------------
		//  Base forward pass (directional light, emission, lightmaps, ...)
		Pass
		{
			Name "FORWARD" 
			Tags { "LightMode" = "ForwardBase" }
			Cull [_Cull]
			Blend [_SrcBlend] [_DstBlend]
			ZWrite [_ZWrite]

			CGPROGRAM
			#pragma target 2.0
			
			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			// #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
			// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
			// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

			#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

			#pragma multi_compile_fwdbase
			#pragma multi_compile_fog

			#pragma vertex vert_vcol
			#pragma fragment frag_vcol
			#pragma shader_feature _VERTEX_COLORS
			#include "VertexColor.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Additive forward pass (one light per pass)
		Pass
		{
			Name "FORWARD_DELTA"
			Tags { "LightMode" = "ForwardAdd" }
			Blend [_SrcBlend] One
			Fog { Color (0,0,0,0) } // in additive pass fog should be black
			ZWrite Off
			ZTest LEqual
			Cull [_Cull]
			CGPROGRAM
			#pragma target 2.0

			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			// #pragma shader_feature ___ _DETAIL_MULX2
			// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
			#pragma skip_variants SHADOWS_SOFT
			
			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_fog
			
			#pragma vertex vertAdd
			#pragma fragment fragAdd
			#include "UnityStandardInput.cginc"
			#include "UnityStandardCoreForward.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Shadow rendering pass
		Pass {
			Name "ShadowCaster"
			Tags { "LightMode" = "ShadowCaster" }
			
			ZWrite On ZTest LEqual
			Cull [_Cull]
			CGPROGRAM
			#pragma target 2.0

			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma skip_variants SHADOWS_SOFT
			#pragma multi_compile_shadowcaster

			#pragma vertex vertShadowCaster
			#pragma fragment fragShadowCaster

			#include "UnityStandardShadow.cginc"

			ENDCG
		}

		// ------------------------------------------------------------------
		// Extracts information for lightmapping, GI (emission, albedo, ...)
		// This pass it not used during regular rendering.
		Pass
		{
			Name "META" 
			Tags { "LightMode"="Meta" }

			Cull [_Cull]

			CGPROGRAM
			#pragma vertex vert_meta
			#pragma fragment frag_meta

			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			// #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			// #pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature EDITOR_VISUALIZATION

			#include "UnityStandardMeta.cginc"
			ENDCG
		}
	}


	FallBack "VertexLit"
	CustomEditor "PbrShaderGUI"
}
